User prompt
Add a music monster that drops monster bullets
User prompt
Add a sound asset when turbo instrument is hit
User prompt
Do not spawn bombs during turbo mode
User prompt
Do not spawn another turbo instrument during turbo mode
User prompt
Let turbo mode last for 5 seconds and then revert to single shot mode. Add a timer bar on the bottom left of screen during turbo mode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add turbo bonus instrument that causes shooting to be in 3 speeadout lines not one ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Shoot multiple time on long press
User prompt
Shoot when anywhere on the screen is tapped or clicked instead of shooting when mouth not open
User prompt
Move GUI in front of play area
User prompt
Move GUI area in front of HUD
User prompt
Put HUD in front of play area
User prompt
Change score text to bold and black ✅ Change level text to bold and black ✅ Change guitars hit text to bold and black
User prompt
Change score text to bold and black ✅ Change level text to bold and black ✅ Change timer text to bold and black ✅ Change guitars hit text to bold and black
User prompt
Change all text inside HUD to bold and black
User prompt
✅ Change guitar hit counter text to bold and gray ✅ Change scores text to bold and gray
User prompt
✅ Change level text to bold and black ✅ Change timer text to bold and black
User prompt
✅ Change level text to bold and gray ✅ Change timer text to bold and gray
User prompt
Change all text withing HUD to bold and gray text color
User prompt
Put a sky blue background behind the top HUD with a 20px bottom margin
User prompt
Put a blue background behind the top HUD with a 20px bottom padding
User prompt
Put a light blue background behind the top HUD
User prompt
Increase spawn frequency of instruments as the levels increase
User prompt
Remove collission avoidance during guitar movement, instead let the instrument disappear on Collision with guitar
User prompt
Dont let instruments overlap guitars
User prompt
Dont let guitars overlap instruments
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
if (self.angle !== undefined) {
// Angled movement for turbo bullets
self.x += Math.sin(self.angle) * Math.abs(self.speed) * 0.5;
self.y += self.speed;
} else {
// Normal straight movement
self.y += self.speed;
}
};
return self;
});
var Guitar = Container.expand(function () {
var self = Container.call(this);
var guitarGraphics = self.attachAsset('guitar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.points = 5;
self.instrumentType = 'guitar';
self.update = function () {
self.x += self.speed;
};
return self;
});
var Gun = Container.expand(function () {
var self = Container.call(this);
var gunGraphics = self.attachAsset('gun', {
anchorX: 0.5,
anchorY: 1
});
self.update = function () {
if (facekit.mouthCenter.x > 0) {
self.x = facekit.mouthCenter.x;
}
};
return self;
});
var Instrument = Container.expand(function (type) {
var self = Container.call(this);
var instrumentGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
self.points = 1;
self.instrumentType = type;
self.lifespan = 180; // 3 seconds at 60fps
self.update = function () {
self.lifespan--;
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.shootTimer = 0;
self.shootInterval = 120; // Shoot every 2 seconds at 60fps
self.health = 3;
self.points = 20;
self.update = function () {
self.x += self.speed;
// Reverse direction at screen edges
if (self.x <= 150 || self.x >= 1898) {
self.speed = -self.speed;
}
// Shooting timer
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
// Create monster bullet
var monsterBullet = new MonsterBullet();
monsterBullet.x = self.x;
monsterBullet.y = self.y + 150;
monsterBullets.push(monsterBullet);
game.addChild(monsterBullet);
LK.getSound('monsterShoot').play();
}
};
return self;
});
var MonsterBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('monsterBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Particle = Container.expand(function (x, y, type) {
var self = Container.call(this);
var particleGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
// Random velocity
var angle = Math.random() * Math.PI * 2;
var speed = 5 + Math.random() * 10;
self.vx = Math.cos(angle) * speed;
self.vy = Math.sin(angle) * speed;
// Random rotation speed
self.rotationSpeed = (Math.random() - 0.5) * 0.3;
// Lifetime
self.lifetime = 1000; // 1 second
// Initial scale
self.scaleX = self.scaleY = 1;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
var gun;
var bullets = [];
var guitars = [];
var instruments = [];
var particles = [];
var monsters = [];
var monsterBullets = [];
var level = 1;
var guitarsHit = 0;
var timeRemaining = 30;
var guitarSpeed = 3;
var instrumentSpawnRate = 120;
var gameTimer;
var spawnTimer = 0;
var lives = 3;
var turboMode = false;
var turboEndTime = 0;
var turboTimerBar;
var turboTimerContainer;
var TURBO_DURATION = 300; // 5 seconds at 60fps
// Add HUD background to GUI layer
var hudBackground = LK.gui.top.addChild(LK.getAsset('hudBg', {
anchorX: 0.5,
anchorY: 0
}));
hudBackground.x = 0;
hudBackground.y = 0;
// Adjust width to cover full screen width in GUI coordinates
hudBackground.width = LK.gui.top.width;
// Initialize gun
gun = game.addChild(new Gun());
gun.x = 1024;
gun.y = 2600;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Level display
var levelTxt = new Text2('Level: 1', {
size: 60,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
levelTxt.anchor.set(1, 0);
levelTxt.x = -20;
LK.gui.topRight.addChild(levelTxt);
// Timer display - larger and more prominent
var timerTxt = new Text2('30', {
size: 120,
fill: 0xFFFFFF
});
timerTxt.anchor.set(1, 0);
timerTxt.x = -20;
timerTxt.y = 80;
LK.gui.topRight.addChild(timerTxt);
// Guitars hit display
var guitarsHitTxt = new Text2('Guitars: 0/3', {
size: 60,
fill: 0x000000,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
guitarsHitTxt.anchor.set(0.5, 0);
guitarsHitTxt.y = 100;
LK.gui.top.addChild(guitarsHitTxt);
// Lives display container
var livesContainer = new Container();
livesContainer.x = -100;
livesContainer.y = -100;
LK.gui.bottomRight.addChild(livesContainer);
// Create life icons
var lifeIcons = [];
for (var i = 0; i < 3; i++) {
var lifeIcon = LK.getAsset('life', {
anchorX: 0.5,
anchorY: 0.5
});
lifeIcon.x = -i * 70; // Changed to position icons to the left
lifeIcon.y = 0;
lifeIcons.push(lifeIcon);
livesContainer.addChild(lifeIcon);
}
// Create turbo timer bar container (initially hidden)
turboTimerContainer = new Container();
turboTimerContainer.x = 20;
turboTimerContainer.y = -60;
turboTimerContainer.visible = false;
LK.gui.bottomLeft.addChild(turboTimerContainer);
// Timer bar background
var timerBarBg = LK.getAsset('hudBg', {
anchorX: 0,
anchorY: 0
});
timerBarBg.width = 300;
timerBarBg.height = 20;
timerBarBg.tint = 0x333333;
turboTimerContainer.addChild(timerBarBg);
// Timer bar fill
turboTimerBar = LK.getAsset('hudBg', {
anchorX: 0,
anchorY: 0
});
turboTimerBar.width = 300;
turboTimerBar.height = 20;
turboTimerBar.tint = 0x00ff00;
turboTimerContainer.addChild(turboTimerBar);
// Start game timer
gameTimer = LK.setInterval(function () {
timeRemaining--;
timerTxt.setText(timeRemaining.toString());
// Add color change when time is running out
if (timeRemaining <= 10) {
timerTxt.setStyle({
fill: 0xFF0000
});
} else {
timerTxt.setStyle({
fill: 0xFFFFFF
});
}
if (timeRemaining <= 0) {
// Lose a life instead of game over
lives--;
// Remove a life icon
if (lifeIcons.length > 0 && lives >= 0) {
var removedLife = lifeIcons.pop();
removedLife.destroy();
}
// Flash screen red to indicate life lost
LK.effects.flashScreen(0xFF0000, 500);
// Check if game over
if (lives <= 0) {
LK.showGameOver();
} else {
// Reset timer for next life
timeRemaining = 30;
timerTxt.setText(timeRemaining.toString());
// Reset timer color
timerTxt.setStyle({
fill: 0xFFFFFF
});
}
}
}, 1000);
// Create particle explosion effect
function createExplosion(x, y) {
var particleCount = 15 + Math.floor(Math.random() * 10);
for (var i = 0; i < particleCount; i++) {
var particleType = Math.random() < 0.5 ? 'particle1' : 'particle2';
var particle = new Particle(x, y, particleType);
particles.push(particle);
game.addChild(particle);
// Animate particle
tween(particle, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: particle.lifetime,
easing: tween.easeOut,
onFinish: function onFinish() {
// Particle will be cleaned up in update loop
}
});
}
}
// Play background music
LK.playMusic('bgmusic');
// Variables for long press shooting
var isPressed = false;
var shootTimer = null;
// Function to create and fire a bullet
function fireBullet() {
if (turboMode) {
// Fire three bullets in spread pattern
var angles = [-0.3, 0, 0.3]; // Spread angles in radians
for (var i = 0; i < 3; i++) {
var newBullet = new Bullet();
newBullet.x = gun.x;
newBullet.y = gun.y - 120;
// Add angle to bullet movement
newBullet.angle = angles[i];
newBullet.speed = -15;
bullets.push(newBullet);
game.addChild(newBullet);
}
} else {
// Normal single bullet
var newBullet = new Bullet();
newBullet.x = gun.x;
newBullet.y = gun.y - 120;
bullets.push(newBullet);
game.addChild(newBullet);
}
LK.getSound('shoot').play();
}
// Screen tap/click handler for shooting
game.down = function (x, y, obj) {
isPressed = true;
// Fire immediately on press
fireBullet();
// Start continuous shooting timer
shootTimer = LK.setInterval(function () {
if (isPressed) {
fireBullet();
}
}, 200); // Fire every 200ms while pressed
};
// Screen release handler to stop shooting
game.up = function (x, y, obj) {
isPressed = false;
if (shootTimer) {
LK.clearInterval(shootTimer);
shootTimer = null;
}
};
game.update = function () {
// Check turbo mode timer
if (turboMode) {
var timeLeft = turboEndTime - LK.ticks;
if (timeLeft <= 0) {
turboMode = false;
turboTimerContainer.visible = false;
LK.effects.flashScreen(0xffffff, 200);
} else {
// Update timer bar width based on remaining time
var progress = timeLeft / TURBO_DURATION;
turboTimerBar.width = 300 * progress;
}
}
// Shooting is now handled by screen tap/click in game.down event
// Spawn guitars
if (LK.ticks % 180 === 0) {
// Every 3 seconds
var newGuitar = new Guitar();
newGuitar.x = -60;
newGuitar.y = 500; // Moved lower to avoid HUD overlap
newGuitar.speed = guitarSpeed;
guitars.push(newGuitar);
game.addChild(newGuitar);
}
// Spawn monsters occasionally
if (LK.ticks % 600 === 0 && monsters.length < 2) {
// Every 10 seconds, max 2 monsters
var newMonster = new Monster();
newMonster.x = 300 + Math.random() * 1448;
newMonster.y = 400;
monsters.push(newMonster);
game.addChild(newMonster);
}
// Spawn random instruments
spawnTimer++;
if (spawnTimer >= instrumentSpawnRate) {
spawnTimer = 0;
var types = ['drum', 'flute', 'piano', 'saxophone', 'xylophone', 'tuba', 'harp'];
// Only add bomb and turbo to spawn types if not in turbo mode
if (!turboMode) {
types.push('bomb');
types.push('turbo');
}
var type = types[Math.floor(Math.random() * types.length)];
var newInstrument = new Instrument(type);
// Try to find a non-overlapping position
var maxAttempts = 50;
var attempts = 0;
var validPosition = false;
while (!validPosition && attempts < maxAttempts) {
newInstrument.x = 300 + Math.random() * 1448;
newInstrument.y = 500 + Math.random() * 1600;
// Check if this position overlaps with existing instruments
validPosition = true;
for (var m = 0; m < instruments.length; m++) {
var existingInstrument = instruments[m];
var dx = newInstrument.x - existingInstrument.x;
var dy = newInstrument.y - existingInstrument.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = 300; // Increased minimum distance between instruments
if (distance < minDistance) {
validPosition = false;
break;
}
}
// If this is a bomb, also check overlap with guitars
if (validPosition && type === 'bomb') {
for (var n = 0; n < guitars.length; n++) {
var guitar = guitars[n];
var dx = newInstrument.x - guitar.x;
var dy = newInstrument.y - guitar.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = 300; // Same minimum distance for guitars
if (distance < minDistance) {
validPosition = false;
break;
}
}
}
attempts++;
}
// Only add instrument if we found a valid position
if (validPosition) {
// Set special properties for bomb
if (type === 'bomb') {
newInstrument.points = -1; // Special marker for bomb
newInstrument.instrumentType = 'bomb';
} else if (type === 'turbo') {
newInstrument.points = 10;
newInstrument.instrumentType = 'turbo';
}
instruments.push(newInstrument);
game.addChild(newInstrument);
}
}
// Update monster bullets
for (var i = monsterBullets.length - 1; i >= 0; i--) {
var monsterBullet = monsterBullets[i];
if (monsterBullet.y > 2800) {
monsterBullet.destroy();
monsterBullets.splice(i, 1);
continue;
}
// Check collision with gun/player area
var dx = monsterBullet.x - gun.x;
var dy = monsterBullet.y - gun.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
// Hit player
lives--;
if (lifeIcons.length > 0 && lives >= 0) {
var removedLife = lifeIcons.pop();
removedLife.destroy();
}
LK.effects.flashScreen(0xFF0000, 500);
createExplosion(monsterBullet.x, monsterBullet.y);
monsterBullet.destroy();
monsterBullets.splice(i, 1);
if (lives <= 0) {
LK.showGameOver();
}
continue;
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.y < -20) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check guitar collisions
for (var j = guitars.length - 1; j >= 0; j--) {
var guitar = guitars[j];
if (bullet.intersects(guitar)) {
LK.setScore(LK.getScore() + guitar.points);
scoreTxt.setText('Score: ' + LK.getScore());
guitarsHit++;
guitarsHitTxt.setText('Guitars: ' + guitarsHit + '/3');
LK.getSound('guitarHit').play();
LK.effects.flashObject(guitar, 0xFFFFFF, 300);
createExplosion(guitar.x, guitar.y);
guitar.destroy();
guitars.splice(j, 1);
bullet.destroy();
bullets.splice(i, 1);
// Check level advancement
if (guitarsHit >= 3) {
level++;
levelTxt.setText('Level: ' + level);
guitarsHit = 0;
guitarsHitTxt.setText('Guitars: 0/3');
timeRemaining = 30;
guitarSpeed += 2;
// Increase spawn frequency more aggressively: decrease by 30 instead of 20, with minimum of 30 instead of 60
instrumentSpawnRate = Math.max(30, instrumentSpawnRate - 30);
}
break;
}
}
if (i < 0 || i >= bullets.length) continue;
// Check instrument collisions
for (var k = instruments.length - 1; k >= 0; k--) {
var instrument = instruments[k];
if (bullet.intersects(instrument)) {
// Handle bomb collision
if (instrument.instrumentType === 'bomb') {
lives--;
// Remove a life icon
if (lifeIcons.length > 0 && lives >= 0) {
var removedLife = lifeIcons.pop();
removedLife.destroy();
}
LK.effects.flashScreen(0xFF0000, 500);
LK.getSound('bombHit').play();
if (lives <= 0) {
LK.showGameOver();
}
} else if (instrument.instrumentType === 'turbo') {
// Activate turbo mode
turboMode = true;
turboEndTime = LK.ticks + TURBO_DURATION;
turboTimerContainer.visible = true;
LK.effects.flashScreen(0x00ff00, 300);
LK.getSound('turboHit').play();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
} else {
// Normal instrument hit
LK.setScore(LK.getScore() + instrument.points);
scoreTxt.setText('Score: ' + LK.getScore());
// Play specific sound based on instrument type
if (instrument.instrumentType === 'drum') {
LK.getSound('drumHit').play();
} else if (instrument.instrumentType === 'flute') {
LK.getSound('fluteHit').play();
} else if (instrument.instrumentType === 'piano') {
LK.getSound('pianoHit').play();
} else if (instrument.instrumentType === 'saxophone') {
LK.getSound('saxophoneHit').play();
} else if (instrument.instrumentType === 'xylophone') {
LK.getSound('xylophoneHit').play();
} else if (instrument.instrumentType === 'tuba') {
LK.getSound('tubaHit').play();
} else if (instrument.instrumentType === 'harp') {
LK.getSound('harpHit').play();
}
}
LK.effects.flashObject(instrument, 0xFFFFFF, 300);
createExplosion(instrument.x, instrument.y);
instrument.destroy();
instruments.splice(k, 1);
bullet.destroy();
bullets.splice(i, 1);
break;
}
}
if (i < 0 || i >= bullets.length) continue;
// Check monster collisions
for (var m = monsters.length - 1; m >= 0; m--) {
var monster = monsters[m];
if (bullet.intersects(monster)) {
monster.health--;
createExplosion(bullet.x, bullet.y);
bullet.destroy();
bullets.splice(i, 1);
if (monster.health <= 0) {
LK.setScore(LK.getScore() + monster.points);
scoreTxt.setText('Score: ' + LK.getScore());
createExplosion(monster.x, monster.y);
monster.destroy();
monsters.splice(m, 1);
} else {
LK.effects.flashObject(monster, 0xFF0000, 200);
}
break;
}
}
}
// Update guitars
for (var i = guitars.length - 1; i >= 0; i--) {
var guitar = guitars[i];
// Check for collisions with instruments and destroy them
for (var q = instruments.length - 1; q >= 0; q--) {
var instrument = instruments[q];
if (guitar.intersects(instrument)) {
// Create explosion effect
createExplosion(instrument.x, instrument.y);
// Destroy the instrument
instrument.destroy();
instruments.splice(q, 1);
}
}
if (guitar.x > 2108) {
guitar.destroy();
guitars.splice(i, 1);
}
}
// Update instruments
for (var i = instruments.length - 1; i >= 0; i--) {
var instrument = instruments[i];
if (instrument.lifespan <= 0) {
instrument.destroy();
instruments.splice(i, 1);
}
}
// Update particles
for (var i = particles.length - 1; i >= 0; i--) {
var particle = particles[i];
// Update position
particle.x += particle.vx;
particle.y += particle.vy;
// Apply gravity
particle.vy += 0.5;
// Apply rotation
particle.rotation += particle.rotationSpeed;
// Slow down horizontal movement
particle.vx *= 0.98;
// Remove dead particles
if (particle.alpha <= 0) {
particle.destroy();
particles.splice(i, 1);
}
}
// Update monsters (cleanup if needed)
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
// Monsters are persistent, only removed when destroyed by bullets
}
}; ===================================================================
--- original.js
+++ change.js
@@ -67,8 +67,52 @@
self.lifespan--;
};
return self;
});
+var Monster = Container.expand(function () {
+ var self = Container.call(this);
+ var monsterGraphics = self.attachAsset('monster', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.shootTimer = 0;
+ self.shootInterval = 120; // Shoot every 2 seconds at 60fps
+ self.health = 3;
+ self.points = 20;
+ self.update = function () {
+ self.x += self.speed;
+ // Reverse direction at screen edges
+ if (self.x <= 150 || self.x >= 1898) {
+ self.speed = -self.speed;
+ }
+ // Shooting timer
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootInterval) {
+ self.shootTimer = 0;
+ // Create monster bullet
+ var monsterBullet = new MonsterBullet();
+ monsterBullet.x = self.x;
+ monsterBullet.y = self.y + 150;
+ monsterBullets.push(monsterBullet);
+ game.addChild(monsterBullet);
+ LK.getSound('monsterShoot').play();
+ }
+ };
+ return self;
+});
+var MonsterBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('monsterBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
var Particle = Container.expand(function (x, y, type) {
var self = Container.call(this);
var particleGraphics = self.attachAsset(type, {
anchorX: 0.5,
@@ -104,8 +148,10 @@
var bullets = [];
var guitars = [];
var instruments = [];
var particles = [];
+var monsters = [];
+var monsterBullets = [];
var level = 1;
var guitarsHit = 0;
var timeRemaining = 30;
var guitarSpeed = 3;
@@ -341,8 +387,17 @@
newGuitar.speed = guitarSpeed;
guitars.push(newGuitar);
game.addChild(newGuitar);
}
+ // Spawn monsters occasionally
+ if (LK.ticks % 600 === 0 && monsters.length < 2) {
+ // Every 10 seconds, max 2 monsters
+ var newMonster = new Monster();
+ newMonster.x = 300 + Math.random() * 1448;
+ newMonster.y = 400;
+ monsters.push(newMonster);
+ game.addChild(newMonster);
+ }
// Spawn random instruments
spawnTimer++;
if (spawnTimer >= instrumentSpawnRate) {
spawnTimer = 0;
@@ -403,8 +458,37 @@
instruments.push(newInstrument);
game.addChild(newInstrument);
}
}
+ // Update monster bullets
+ for (var i = monsterBullets.length - 1; i >= 0; i--) {
+ var monsterBullet = monsterBullets[i];
+ if (monsterBullet.y > 2800) {
+ monsterBullet.destroy();
+ monsterBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with gun/player area
+ var dx = monsterBullet.x - gun.x;
+ var dy = monsterBullet.y - gun.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 100) {
+ // Hit player
+ lives--;
+ if (lifeIcons.length > 0 && lives >= 0) {
+ var removedLife = lifeIcons.pop();
+ removedLife.destroy();
+ }
+ LK.effects.flashScreen(0xFF0000, 500);
+ createExplosion(monsterBullet.x, monsterBullet.y);
+ monsterBullet.destroy();
+ monsterBullets.splice(i, 1);
+ if (lives <= 0) {
+ LK.showGameOver();
+ }
+ continue;
+ }
+ }
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.y < -20) {
@@ -497,8 +581,29 @@
bullets.splice(i, 1);
break;
}
}
+ if (i < 0 || i >= bullets.length) continue;
+ // Check monster collisions
+ for (var m = monsters.length - 1; m >= 0; m--) {
+ var monster = monsters[m];
+ if (bullet.intersects(monster)) {
+ monster.health--;
+ createExplosion(bullet.x, bullet.y);
+ bullet.destroy();
+ bullets.splice(i, 1);
+ if (monster.health <= 0) {
+ LK.setScore(LK.getScore() + monster.points);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ createExplosion(monster.x, monster.y);
+ monster.destroy();
+ monsters.splice(m, 1);
+ } else {
+ LK.effects.flashObject(monster, 0xFF0000, 200);
+ }
+ break;
+ }
+ }
}
// Update guitars
for (var i = guitars.length - 1; i >= 0; i--) {
var guitar = guitars[i];
@@ -543,5 +648,10 @@
particle.destroy();
particles.splice(i, 1);
}
}
+ // Update monsters (cleanup if needed)
+ for (var i = monsters.length - 1; i >= 0; i--) {
+ var monster = monsters[i];
+ // Monsters are persistent, only removed when destroyed by bullets
+ }
};
\ No newline at end of file
vertical bullet. In-Game asset. 2d. High contrast. No shadows
drum. In-Game asset. 2d. High contrast. No shadows
Guitar. In-Game asset. 2d. High contrast. No shadows
futuristic space cannon gun vertical top view. In-Game asset. 2d. High contrast. No shadows
piano. In-Game asset. 2d. High contrast. No shadows
saxophone. In-Game asset. 2d. High contrast. No shadows
red bomb. In-Game asset. 2d. High contrast. No shadows
xylophone. In-Game asset. 2d. High contrast. No shadows
gold musical note. In-Game asset. 3d. High contrast. No shadows
red musical note. In-Game asset. 3d. High contrast. No shadows
flute. In-Game asset. 3d. High contrast. No shadows
harp. In-Game asset. 3d. High contrast. No shadows
tuba. In-Game asset. 3d. High contrast. No shadows
Triple vertical bullet. In-Game asset. 3d. High contrast. No shadows
Music maestro monster head . 3d.. In-Game asset. High contrast. No shadows
Dark space background with stars
Bright green glowing musical note. In-Game asset. 3d. High contrast. No shadows